Prop Footsteps: Difference between revisions
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Note:This will not make any difference if
(HL2MP support) |
(→HL2MP Override Removal: Indent) |
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[[Category:Programming]] | [[Category:Programming]] | ||
==HL2MP Override Removal== | ==HL2MP Override Removal== | ||
<dl><dd> | |||
===src\cl_dll\hl2mp\c_hl2mp_player.h=== | ===src\cl_dll\hl2mp\c_hl2mp_player.h=== | ||
====Prototype Removal==== | ====Prototype Removal==== | ||
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* PlayStepSound | * PlayStepSound | ||
* PrecacheFootStepSounds | * PrecacheFootStepSounds | ||
</dd></dl> |
Revision as of 22:35, 30 March 2006
For player footsteps, Valve used MASK_PLAYERSOLID_BRUSHONLY
rather than MASK_PLAYERSOLID
. This difference made it so only the static world would have dynamic footsteps. The following precedure will show how to fix this issue.

PlayStepSound
is overridden by the player entity (i.e. HL2MP).Basic Fix
src\cl_dll\c_baseplayer.cpp
-
Shift Start Up
// Straight down end.z -= 64;
→ // Straight down start.z += 1; end.z -= 64;
Change Trace Mask
UTIL_TraceRay( ray, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
↓ UTIL_TraceRay( ray, MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
-
Shift Start Up
// Straight down end[2] -= 64;
→ // Straight down start[2] += 1; end[2] -= 64;
Change Trace Mask
TracePlayerBBox( start, end, MASK_PLAYERSOLID_BRUSHONLY, COLLISION_GROUP_PLAYER_MOVEMENT, trace );
↓ TracePlayerBBox( start, end, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, trace );
HL2MP Override Removal
-
src\cl_dll\hl2mp\c_hl2mp_player.h
Prototype Removal
- PlayStepSound
- PrecacheFootStepSounds
Symbol Removal
- PlayStepSound
- PrecacheFootStepSounds
src\dlls\hl2mp_dll\hl2mp_player.cpp
Precache
Remove
PrecacheFootStepSounds();
From function
CHL2MP_Player::Precache
src\dlls\hl2mp_dll\hl2mp_player.h
Prototype Removal
- PlayStepSound
- PrecacheFootStepSounds